Void Empires : 2750
Void Empires : 2750
Void Empires: 2750 is a game about science fiction adventures. The game ultimately revolves around a group people creating characters and having adventures such as: post-apocalyptic survival scrounging¸ battling it out with psi-blades and psi powers¸ maurading bug-alien hives¸ and epic battles in vehicles¸ mechanized walkers¸ and space craft. Void Empires: 2750 aims to provide a toolkit that supports any of these adventures¸ for use either with the native setting or a setting of your creation.
Despite the toolkit approach of Void Empires: 2750 ¸ there are some core concepts that define the overall tone of the mechanics¸ technology¸ and the native setting.
It's 2750 - The Known Quadrant¸ Worlds & Aliens
Humanity has explored the stars and met sentient alien races. Strangely some that bear a significant resemblance to themselves¸ prompting all sort of 'progenitor-race' or 'ancients' theories. Regardless¸ humanity has fought¸ made and broke alliances¸ created and lost colonies. All this is (mostly) true for the other alien races as well. Along with humanity¸ there are a few alien races that exist in significant numbers¸ but there are also dozens of aliens that have only 1 planet to their name (and sometimes even share that planet with another sentient race). All this creates a rich environment to allow players to play as non-humans¸ even creating their own race.
Design Principles
Simple system¸ deep customization. 5 attributes¸ 2d6 plus modifiers vs Target for almost everything. However¸ there are tons of options for customization - from skills to augmentation to vehicles/craft. So hopefully¸ you're not feeling like a redundant role if there are 3 or even 5 other players. Many times I felt a system gave you simplicity at the cost of character/class/role identity and customization. I tried to avoid that.
Meaningful options - and a wide variety of them. These choices extend from skills¸ equipment¸ agumentation and psionics¸ to spacecraft¸ vehicles and walkers/mechs. Whether in or out of combat/drama¸ the aim was to expand the "meta" so the players are not met with 1 or 2 options¸ with the remainder being a "trap". You can play Space Gandalf/super psionicist¸ an an ex-life coach with super charisma¸ or a grizzled veteran ex space marine.... it was my aim that they can all have a meaningful mechanical impact.
Tropes and consistency! Lots of tropes from classic space opera... Cybertech¸ psionics¸ space ships¸ shields¸ fighters¸ battleships¸ mechs¸ wild west in space and so on. With a guiding principle being internal consistency (some refer to it as 'hard scifi'). This is not about being consistent with today's technology¸ but rather being internally consistent as to maintain the immersion of a coherent universe.
So... what or who do I create?
This is completely up to you! There are 3 'scales' to the game: personal¸ vehiclular¸ and spacecraft. If you and your group see yourselves mostly taking part in personal and spacecraft play¸ then creating a VTOL or mechanized warwalker pilot may not be ideal... or who knows¸ it could be great to play a "displaced” character in that regard - have fun! :)
What you get in these 345 pages: A setting that is easily customizable to match your preferred scifi future Detailed rules for character creation and customization Rules for personal and vehicle/craft scale combat that support mind's eye and miniature combat Rich customization rules for characters¸ weapons¸ power armour¸ vehicles¸ warwalkers (mechs)¸ and spacecraft. Hundreds of options. Minigame rules for interstellar trade and zero-g/atmosphere racing
This book is a work in progress and I hope to keep it constantly updated. Thank you all for your support for this solo project and your great feedback is always appreciated!
Find us online at:
Discord: https://discord.gg/T78CuXxR
Facebook: https://www.facebook.com/profile.php?id=1000707383410